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This is it. The final screen for this first section of the tutorial! Let's end things by creating a screen to rescue Zelda like in the original The Legend of Zelda.
Draw this screen on Map 3->Screen 44.text/html2013-04-11T08:47:59-04:00linkthemastersidebarhttp://zcguides.celestialrealm.net/sidebar?rev=1365684479&do=diff
Tutorials
The Comprehensive ZQ 2.50 Tutorial
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Alphadawg Tutorial Notestext/html2013-04-08T21:49:44-04:00nicktutorials:main:start - [Table of Contents] http://zcguides.celestialrealm.net/tutorials/main/start?rev=1365472184&do=diff
Welcome to the main tutorial featured on ZC Guides, The Comprehensive ZQuest 2.50 Tutorial.
This tutorial is primarily geared towards ZQuest newbies. That is, people who have never opened ZQuest before. Still, people who just want to familiarize themselves with ZQ 2.50 should be able to skip around and find useful information. :-)text/html2013-04-08T21:48:34-04:00nicktutorials:main:autocontentshttp://zcguides.celestialrealm.net/tutorials/main/autocontents?rev=1365472114&do=diff
This is an automatically generated table of contents. It's mostly here to keep track of new pages being added quickly since it has some ordering issues. The table of contents in the actual tutorial is far more accurate.
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It's time for more quest rule suggestions.
* Quest->Rules->Combos->Use Warp Return Points Only
You've probably been wondering why the tutorial has forced the usage of the Arrival Square up to this point when various sources go out of their way to mention how it is outdated. Every variation of the default rule sets even turns this on. It's admittedly mostly due to stylist choices when making a classic style quest. Because Cave/It…text/html2013-04-08T20:49:12-04:00nicktutorials:main:ch04-07 - [Part 15: Quest Rule Suggestions] http://zcguides.celestialrealm.net/tutorials/main/ch04-07?rev=1365468552&do=diff
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It's time for the end chapter rundown of quest rule suggestions. There are not that many this time.
* Quest->Rules->Combos->Link Drowns in Walkable Water
By default, Link just bumps against water like it is any other solid surface unless he has the flippers. However, this rule turns on a drowning mechanic similar to what happens in later Zelda games. You are warped to the place where you entered the screen and lose a quarter of …text/html2013-04-08T17:16:07-04:00nicktutorials:main:ch05-03 - createdhttp://zcguides.celestialrealm.net/tutorials/main/ch05-03?rev=1365455767&do=diff
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Remember the old man in the original The Legend of Zelda that blocks you from going very far into Level 9 without fully collecting the triforce? He's rather forgettable if you rarely visit Level 9 before visiting the other dungeons. At this point, it's pretty clear Zelda Classic can make this type of road block, so let's make it.text/html2013-04-08T16:23:58-04:00nicktutorials:main:ch05-01http://zcguides.celestialrealm.net/tutorials/main/ch05-01?rev=1365452638&do=diff
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In this chapter, we're going to make a whopping total of 4 screens. This will be the “final” dungeon of the quest that will conclude the basic section of the tutorial, but there will probably be additional sections in the future to cover intermediate concepts.text/html2013-04-08T15:56:54-04:00nicktutorials:main:ch05-02http://zcguides.celestialrealm.net/tutorials/main/ch05-02?rev=1365451014&do=diff
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The next two rooms of the tutorial quest are going to require us to have items we have not placed in the quest yet. Namely, triforce pieces 2 through 8, the bow, and the silver arrows. While you could go back and place those somewhere, that would be a bit annoying just to do for testing purposes. The triforce pieces would be particularly annoying since you'd have to make 8 throwaway levels under normal circumstances.text/html2013-04-07T20:33:28-04:00linkthemastertutorials:main:ch3-entrance-dmap2.pnghttp://zcguides.celestialrealm.net/?image=tutorials%3Amain%3Ach3-entrance-dmap2.png&ns=tutorials%3Amain&rev=1365381208&tab_details=history&mediado=diff&do=media
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